How to use from the
Use from the
Diffusers library
pip install -U diffusers transformers accelerate
import torch
from diffusers import DiffusionPipeline

# switch to "mps" for apple devices
pipe = DiffusionPipeline.from_pretrained("black-forest-labs/FLUX.2-klein-4B", dtype=torch.bfloat16, device_map="cuda")
pipe.load_lora_weights("AnimeOverlord/flux2-klein-4b-mc-v3")

prompt = "Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable."
image = pipe(prompt).images[0]

Flux.2 [Klein] DreamBooth LoRA - AnimeOverlord/flux2-klein-4b-mc-v3

Prompt
Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable.
Prompt
Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable.
Prompt
Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable.
Prompt
Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable.

Model description

These are AnimeOverlord/flux2-klein-4b-mc-v3 DreamBooth LoRA weights for black-forest-labs/FLUX.2-klein-4B.

The weights were trained using DreamBooth with the Flux2 diffusers trainer.

FP8 training? False

Trigger words

You should use None to trigger the image generation.

Download model

Download the *.safetensors LoRA in the Files & versions tab.

Use it with the 🧨 diffusers library

from diffusers import AutoPipelineForText2Image
import torch
pipeline = AutoPipelineForText2Image.from_pretrained("black-forest-labs/FLUX.2", torch_dtype=torch.bfloat16).to('cuda')
pipeline.load_lora_weights('AnimeOverlord/flux2-klein-4b-mc-v3', weight_name='pytorch_lora_weights.safetensors')
image = pipeline('Transform this photograph into a Minecraft-style recreation of the exact same scene. Every single element in the image must be converted — nothing may remain photorealistic. Core rule: EVERY region, object, person, animal, vehicle, food item, plant, and surface must be converted to blocky, low-resolution, pixel-art Minecraft style. If something exists in the photo, its Minecraft equivalent must exist in the output. No exceptions. Conversion guide: People → Minecraft player models with blocky proportions and pixel-art skins (like Steve/Alex or custom skins). Preserve their pose, position, and any distinguishing features (hair color, clothing) as skin details. But also make sure they are blocky as minecraft player skins usually are, you must not copy and paste the details on the edited image. Animals → Blocky Minecraft mob equivalents (dog→wolf, cat→cat, horse→horse, cow→cow, bird→parrot, etc.) with correct proportions. Vehicles (cars, bikes, boats, planes) → Blocky voxel builds as if from a Minecraft vehicle mod — recognizable shape but made of blocks and slabs. Food, fruits, vegetables, small objects → Blocky pixel-art items as if from a Minecraft mod — low-res textures, cube/slab geometry. Terrain and nature → Minecraft blocks: grass blocks, dirt, stone, sand, water source blocks, oak/birch leaves. Terrain should have visible block edges and stepped geometry. Buildings and structures → Built from Minecraft blocks (planks, stone bricks, glass panes, concrete, wool) with visible block grid. Sky → Minecraft-style sky (flat gradient, optionally blocky clouds). Composition rules: Maintain the original camera angle, depth, spatial layout, and relative positions of all elements. Do NOT add or remove any objects, people, or animals. The output should be instantly recognizable as the same scene, just fully Minecraft-ified. Style rules: All surfaces must have low-resolution pixel-art textures (Minecraft style, around 16×16 per block face). Geometry should be blocky with sharp edges — cubes, slabs, stairs. Avoid smooth curves or organic shapes. Lighting can range from flat Minecraft lighting to light shading, but no photorealistic lighting or ray tracing. The overall image should feel like a screenshot from Minecraft (vanilla or modded) — the Minecraft vibe must be unmistakable.').images[0]

For more details, including weighting, merging and fusing LoRAs, check the documentation on loading LoRAs in diffusers

License

Please adhere to the licensing terms as described here.

Intended uses & limitations

How to use

# TODO: add an example code snippet for running this diffusion pipeline

Limitations and bias

[TODO: provide examples of latent issues and potential remediations]

Training details

[TODO: describe the data used to train the model]

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